Working on web examples
Reorganizing folders Review examples Work on makefile and loader.html
This commit is contained in:
parent
8374460c39
commit
f7bebf9861
421 changed files with 103013 additions and 524979 deletions
BIN
docs/examples/web/others/resources/formats/sonic.png
Normal file
BIN
docs/examples/web/others/resources/formats/sonic.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 114 KiB |
BIN
docs/examples/web/others/resources/formats/sonic_A1R5G5B5.dds
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_A1R5G5B5.dds
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_A4R4G4B4.dds
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_A4R4G4B4.dds
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_A8R8G8B8.dds
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_A8R8G8B8.dds
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_DXT1_RGB.dds
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_DXT1_RGB.dds
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_DXT1_RGBA.dds
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_DXT1_RGBA.dds
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_DXT3_RGBA.dds
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_DXT3_RGBA.dds
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_DXT5_RGBA.dds
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_DXT5_RGBA.dds
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_ETC1_RGB.ktx
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_ETC1_RGB.ktx
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_ETC1_RGB.pkm
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_ETC1_RGB.pkm
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_ETC2_RGB.ktx
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_ETC2_RGB.ktx
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_ETC2_RGB.pkm
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_ETC2_RGB.pkm
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_GRAYSCALE.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_GRAYSCALE.pvr
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_L8A8.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_L8A8.pvr
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_PVRT_RGB.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_PVRT_RGB.pvr
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_PVRT_RGBA.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_PVRT_RGBA.pvr
Normal file
Binary file not shown.
Binary file not shown.
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_R4G4B4A4.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_R4G4B4A4.pvr
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_R5G5B5A1.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_R5G5B5A1.pvr
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_R5G6B5.dds
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_R5G6B5.dds
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_R5G6B5.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_R5G6B5.pvr
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_R8G8B8.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_R8G8B8.pvr
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_R8G8B8A8.pvr
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_R8G8B8A8.pvr
Normal file
Binary file not shown.
BIN
docs/examples/web/others/resources/formats/sonic_R8G8B8A8.raw
Normal file
BIN
docs/examples/web/others/resources/formats/sonic_R8G8B8A8.raw
Normal file
Binary file not shown.
152
docs/examples/web/others/resources/shaders/glsl100/standard.fs
Normal file
152
docs/examples/web/others/resources/shaders/glsl100/standard.fs
Normal file
|
@ -0,0 +1,152 @@
|
|||
#version 100
|
||||
|
||||
precision mediump float;
|
||||
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
uniform vec4 colAmbient;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec4 colSpecular;
|
||||
uniform float glossiness;
|
||||
|
||||
uniform int useNormal;
|
||||
uniform int useSpecular;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform vec3 viewDir;
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
vec4 diffuse;
|
||||
float intensity;
|
||||
float radius;
|
||||
float coneAngle;
|
||||
};
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform Light lights[maxLights];
|
||||
|
||||
vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1.0));
|
||||
vec3 surfaceToLight = l.position - surfacePos;
|
||||
|
||||
// Diffuse shading
|
||||
float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
|
||||
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(-l.direction + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
// Combine results
|
||||
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 lightToSurface = normalize(surfacePos - l.position);
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Spot attenuation
|
||||
float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
|
||||
attenuation = dot(lightToSurface, -lightDir);
|
||||
|
||||
float lightToSurfaceAngle = degrees(acos(attenuation));
|
||||
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
|
||||
|
||||
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
|
||||
|
||||
// Combine diffuse and attenuation
|
||||
float diffAttenuation = diff*attenuation;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diffAttenuation > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment normal in screen space
|
||||
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
|
||||
mat3 normalMatrix = mat3(modelMatrix);
|
||||
vec3 normal = normalize(normalMatrix*fragNormal);
|
||||
|
||||
// Normalize normal and view direction vectors
|
||||
vec3 n = normalize(normal);
|
||||
vec3 v = normalize(viewDir);
|
||||
|
||||
// Calculate diffuse texture color fetching
|
||||
vec4 texelColor = texture2D(texture0, fragTexCoord);
|
||||
vec3 lighting = colAmbient.rgb;
|
||||
|
||||
// Calculate normal texture color fetching or set to maximum normal value by default
|
||||
if (useNormal == 1)
|
||||
{
|
||||
n *= texture2D(texture1, fragTexCoord).rgb;
|
||||
n = normalize(n);
|
||||
}
|
||||
|
||||
// Calculate specular texture color fetching or set to maximum specular value by default
|
||||
float spec = 1.0;
|
||||
if (useSpecular == 1) spec = texture2D(texture2, fragTexCoord).r;
|
||||
|
||||
for (int i = 0; i < maxLights; i++)
|
||||
{
|
||||
// Check if light is enabled
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
// Calculate lighting based on light type
|
||||
if(lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
|
||||
else if(lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
|
||||
else if(lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
|
||||
|
||||
// NOTE: It seems that too many ComputeLight*() operations inside for loop breaks the shader on RPI
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
gl_FragColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
#version 100
|
||||
|
||||
attribute vec3 vertexPosition;
|
||||
attribute vec3 vertexNormal;
|
||||
attribute vec2 vertexTexCoord;
|
||||
attribute vec4 vertexColor;
|
||||
|
||||
varying vec3 fragPosition;
|
||||
varying vec2 fragTexCoord;
|
||||
varying vec4 fragColor;
|
||||
varying vec3 fragNormal;
|
||||
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vertexPosition;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = vertexNormal;
|
||||
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
150
docs/examples/web/others/resources/shaders/glsl330/standard.fs
Normal file
150
docs/examples/web/others/resources/shaders/glsl330/standard.fs
Normal file
|
@ -0,0 +1,150 @@
|
|||
#version 330
|
||||
|
||||
in vec3 fragPosition;
|
||||
in vec2 fragTexCoord;
|
||||
in vec4 fragColor;
|
||||
in vec3 fragNormal;
|
||||
|
||||
out vec4 finalColor;
|
||||
|
||||
uniform sampler2D texture0;
|
||||
uniform sampler2D texture1;
|
||||
uniform sampler2D texture2;
|
||||
|
||||
uniform vec4 colAmbient;
|
||||
uniform vec4 colDiffuse;
|
||||
uniform vec4 colSpecular;
|
||||
uniform float glossiness;
|
||||
|
||||
uniform int useNormal;
|
||||
uniform int useSpecular;
|
||||
|
||||
uniform mat4 modelMatrix;
|
||||
uniform vec3 viewDir;
|
||||
|
||||
struct Light {
|
||||
int enabled;
|
||||
int type;
|
||||
vec3 position;
|
||||
vec3 direction;
|
||||
vec4 diffuse;
|
||||
float intensity;
|
||||
float radius;
|
||||
float coneAngle;
|
||||
};
|
||||
|
||||
const int maxLights = 8;
|
||||
uniform Light lights[maxLights];
|
||||
|
||||
vec3 ComputeLightPoint(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 surfaceToLight = l.position - surfacePos;
|
||||
|
||||
// Diffuse shading
|
||||
float brightness = clamp(float(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n))), 0.0, 1.0);
|
||||
float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(-l.direction + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (diff*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightDirectional(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diff > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
// Combine results
|
||||
return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb);
|
||||
}
|
||||
|
||||
vec3 ComputeLightSpot(Light l, vec3 n, vec3 v, float s)
|
||||
{
|
||||
vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1));
|
||||
vec3 lightToSurface = normalize(surfacePos - l.position);
|
||||
vec3 lightDir = normalize(-l.direction);
|
||||
|
||||
// Diffuse shading
|
||||
float diff = clamp(float(dot(n, lightDir)), 0.0, 1.0)*l.intensity;
|
||||
|
||||
// Spot attenuation
|
||||
float attenuation = clamp(float(dot(n, lightToSurface)), 0.0, 1.0);
|
||||
attenuation = dot(lightToSurface, -lightDir);
|
||||
|
||||
float lightToSurfaceAngle = degrees(acos(attenuation));
|
||||
if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0;
|
||||
|
||||
float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle;
|
||||
|
||||
// Combine diffuse and attenuation
|
||||
float diffAttenuation = diff*attenuation;
|
||||
|
||||
// Specular shading
|
||||
float spec = 0.0;
|
||||
if (diffAttenuation > 0.0)
|
||||
{
|
||||
vec3 h = normalize(lightDir + v);
|
||||
spec = pow(abs(dot(n, h)), 3.0 + glossiness)*s;
|
||||
}
|
||||
|
||||
return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb));
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
// Calculate fragment normal in screen space
|
||||
// NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale)
|
||||
mat3 normalMatrix = mat3(modelMatrix);
|
||||
vec3 normal = normalize(normalMatrix*fragNormal);
|
||||
|
||||
// Normalize normal and view direction vectors
|
||||
vec3 n = normalize(normal);
|
||||
vec3 v = normalize(viewDir);
|
||||
|
||||
// Calculate diffuse texture color fetching
|
||||
vec4 texelColor = texture(texture0, fragTexCoord);
|
||||
vec3 lighting = colAmbient.rgb;
|
||||
|
||||
// Calculate normal texture color fetching or set to maximum normal value by default
|
||||
if (useNormal == 1)
|
||||
{
|
||||
n *= texture(texture1, fragTexCoord).rgb;
|
||||
n = normalize(n);
|
||||
}
|
||||
|
||||
// Calculate specular texture color fetching or set to maximum specular value by default
|
||||
float spec = 1.0;
|
||||
if (useSpecular == 1) spec = texture(texture2, fragTexCoord).r;
|
||||
|
||||
for (int i = 0; i < maxLights; i++)
|
||||
{
|
||||
// Check if light is enabled
|
||||
if (lights[i].enabled == 1)
|
||||
{
|
||||
// Calculate lighting based on light type
|
||||
if (lights[i].type == 0) lighting += ComputeLightPoint(lights[i], n, v, spec);
|
||||
else if (lights[i].type == 1) lighting += ComputeLightDirectional(lights[i], n, v, spec);
|
||||
else if (lights[i].type == 2) lighting += ComputeLightSpot(lights[i], n, v, spec);
|
||||
}
|
||||
}
|
||||
|
||||
// Calculate final fragment color
|
||||
finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a);
|
||||
}
|
|
@ -0,0 +1,23 @@
|
|||
#version 330
|
||||
|
||||
in vec3 vertexPosition;
|
||||
in vec3 vertexNormal;
|
||||
in vec2 vertexTexCoord;
|
||||
in vec4 vertexColor;
|
||||
|
||||
out vec3 fragPosition;
|
||||
out vec2 fragTexCoord;
|
||||
out vec4 fragColor;
|
||||
out vec3 fragNormal;
|
||||
|
||||
uniform mat4 mvpMatrix;
|
||||
|
||||
void main()
|
||||
{
|
||||
fragPosition = vertexPosition;
|
||||
fragTexCoord = vertexTexCoord;
|
||||
fragColor = vertexColor;
|
||||
fragNormal = vertexNormal;
|
||||
|
||||
gl_Position = mvpMatrix*vec4(vertexPosition, 1.0);
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue